babylonjs-loaders 7.10.1 → 7.10.3
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/babylon.glTF1FileLoader.js +10 -3
- package/babylon.glTF1FileLoader.min.js +1 -1
- package/babylon.glTF1FileLoader.min.js.map +1 -1
- package/babylon.glTF2FileLoader.js +11 -4
- package/babylon.glTF2FileLoader.min.js +1 -1
- package/babylon.glTF2FileLoader.min.js.map +1 -1
- package/babylon.glTFFileLoader.js +11 -4
- package/babylon.glTFFileLoader.min.js +1 -1
- package/babylon.glTFFileLoader.min.js.map +1 -1
- package/babylonjs.loaders.d.ts +13 -13
- package/babylonjs.loaders.js +11 -4
- package/babylonjs.loaders.min.js +1 -1
- package/babylonjs.loaders.min.js.map +1 -1
- package/babylonjs.loaders.module.d.ts +27 -27
- package/package.json +3 -3
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@@ -2367,7 +2367,7 @@ export class ArrayItem {
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/** @internal */
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export interface IAnimationTargetInfo {
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/** @internal */
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target:
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target: unknown;
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/** @internal */
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properties: Array<AnimationPropertyInfo>;
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}
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@@ -2376,7 +2376,7 @@ export interface IAnimationTargetInfo {
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*/
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export class GLTFLoader implements IGLTFLoader {
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/** @internal */
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readonly _completePromises: Promise<
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readonly _completePromises: Promise<unknown>[];
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/** @internal */
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_assetContainer: Nullable<AssetContainer>;
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/** Storage */
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@@ -2447,7 +2447,7 @@ export class GLTFLoader implements IGLTFLoader {
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/**
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* @internal
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*/
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-
importMeshAsync(meshesNames:
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importMeshAsync(meshesNames: string | readonly string[] | null | undefined, scene: Scene, container: Nullable<AssetContainer>, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult>;
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/**
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* @internal
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*/
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@@ -2630,7 +2630,7 @@ export class GLTFLoader implements IGLTFLoader {
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/**
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* @internal
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*/
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_createTextureAsync(context: string, sampler: ISampler, image: IImage, assign?: (babylonTexture: BaseTexture) => void, textureLoaderOptions?:
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_createTextureAsync(context: string, sampler: ISampler, image: IImage, assign?: (babylonTexture: BaseTexture) => void, textureLoaderOptions?: unknown, useSRGBBuffer?: boolean): Promise<BaseTexture>;
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private _loadSampler;
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/**
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* Loads a glTF image.
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@@ -2693,7 +2693,7 @@ export class GLTFLoader implements IGLTFLoader {
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* @param actionAsync The action to run
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* @returns The promise returned by actionAsync or null if the extension does not exist
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*/
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static LoadExtensionAsync<TExtension =
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static LoadExtensionAsync<TExtension = unknown, TResult = void>(context: string, property: IProperty, extensionName: string, actionAsync: (extensionContext: string, extension: TExtension) => Nullable<Promise<TResult>>): Nullable<Promise<TResult>>;
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/**
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* Helper method called by a loader extension to load a glTF extra.
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* @param context The context when loading the asset
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@@ -2702,7 +2702,7 @@ export class GLTFLoader implements IGLTFLoader {
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* @param actionAsync The action to run
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* @returns The promise returned by actionAsync or null if the extra does not exist
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*/
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static LoadExtraAsync<TExtra =
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static LoadExtraAsync<TExtra = unknown, TResult = void>(context: string, property: IProperty, extensionName: string, actionAsync: (extraContext: string, extra: TExtra) => Nullable<Promise<TResult>>): Nullable<Promise<TResult>>;
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/**
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* Checks for presence of an extension.
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* @param name The name of the extension to check
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@@ -3215,7 +3215,7 @@ import { Camera } from "babylonjs/Cameras/camera";
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import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
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import { Material } from "babylonjs/Materials/material";
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import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
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import { ISceneLoaderPluginFactory,
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import { ISceneLoaderPluginFactory, ISceneLoaderPluginAsync, ISceneLoaderProgressEvent, ISceneLoaderPluginExtensions, ISceneLoaderAsyncResult } from "babylonjs/Loading/sceneLoader";
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import { AssetContainer } from "babylonjs/assetContainer";
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import { Scene, IDisposable } from "babylonjs/scene";
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import { WebRequest } from "babylonjs/Misc/webRequest";
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}
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/** @internal */
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export interface IGLTFLoader extends IDisposable {
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importMeshAsync: (meshesNames:
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importMeshAsync: (meshesNames: string | readonly string[] | null | undefined, scene: Scene, container: Nullable<AssetContainer>, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string) => Promise<ISceneLoaderAsyncResult>;
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loadAsync: (scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string) => Promise<void>;
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}
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/**
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/**
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* @internal
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*/
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loadFile(scene: Scene, fileOrUrl: File | string | ArrayBufferView, rootUrl: string, onSuccess: (data:
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loadFile(scene: Scene, fileOrUrl: File | string | ArrayBufferView, rootUrl: string, onSuccess: (data: unknown, responseURL?: string) => void, onProgress?: (ev: ISceneLoaderProgressEvent) => void, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void, name?: string): Nullable<IFileRequest>;
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private _loadBinary;
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/**
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* @internal
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*/
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importMeshAsync(meshesNames:
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importMeshAsync(meshesNames: string | readonly string[] | null | undefined, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult>;
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/**
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* @internal
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*/
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loadAsync(scene: Scene, data:
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loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
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/**
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* @internal
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*/
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loadAssetContainerAsync(scene: Scene, data:
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loadAssetContainerAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
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* @internal
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*/
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/**
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* @internal
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*/
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directLoad(scene: Scene, data: string): Promise<
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directLoad(scene: Scene, data: string): Promise<Object>;
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/**
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* The callback that allows custom handling of the root url based on the response url.
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* @param rootUrl the original root url
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*/
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rewriteRootURL?(rootUrl: string, responseURL?: string): string;
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/** @internal */
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createPlugin():
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createPlugin(): ISceneLoaderPluginAsync;
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/**
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* The loader state or null if the loader is not active.
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*/
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/** @internal */
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export interface IAnimationTargetInfo {
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/** @internal */
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target:
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target: unknown;
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/** @internal */
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properties: Array<BABYLON.GLTF2.AnimationPropertyInfo>;
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}
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*/
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export class GLTFLoader implements IGLTFLoader {
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/** @internal */
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readonly _completePromises: Promise<
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readonly _completePromises: Promise<unknown>[];
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/** @internal */
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_assetContainer: Nullable<AssetContainer>;
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/** Storage */
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/**
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*/
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importMeshAsync(meshesNames:
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importMeshAsync(meshesNames: string | readonly string[] | null | undefined, scene: Scene, container: Nullable<AssetContainer>, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult>;
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_createTextureAsync(context: string, sampler: BABYLON.GLTF2.Loader.ISampler, image: BABYLON.GLTF2.Loader.IImage, assign?: (babylonTexture: BaseTexture) => void, textureLoaderOptions?:
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_createTextureAsync(context: string, sampler: BABYLON.GLTF2.Loader.ISampler, image: BABYLON.GLTF2.Loader.IImage, assign?: (babylonTexture: BaseTexture) => void, textureLoaderOptions?: unknown, useSRGBBuffer?: boolean): Promise<BaseTexture>;
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private _loadSampler;
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/**
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static LoadExtensionAsync<TExtension =
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static LoadExtensionAsync<TExtension = unknown, TResult = void>(context: string, property: BABYLON.GLTF2.IProperty, extensionName: string, actionAsync: (extensionContext: string, extension: TExtension) => Nullable<Promise<TResult>>): Nullable<Promise<TResult>>;
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static LoadExtraAsync<TExtra =
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static LoadExtraAsync<TExtra = unknown, TResult = void>(context: string, property: BABYLON.GLTF2.IProperty, extensionName: string, actionAsync: (extraContext: string, extra: TExtra) => Nullable<Promise<TResult>>): Nullable<Promise<TResult>>;
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/**
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}
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/** @internal */
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export interface IGLTFLoader extends IDisposable {
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importMeshAsync: (meshesNames:
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importMeshAsync: (meshesNames: string | readonly string[] | null | undefined, scene: Scene, container: Nullable<AssetContainer>, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string) => Promise<ISceneLoaderAsyncResult>;
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loadAsync: (scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string) => Promise<void>;
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}
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/**
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/**
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* @internal
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*/
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loadFile(scene: Scene, fileOrUrl: File | string | ArrayBufferView, rootUrl: string, onSuccess: (data:
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loadFile(scene: Scene, fileOrUrl: File | string | ArrayBufferView, rootUrl: string, onSuccess: (data: unknown, responseURL?: string) => void, onProgress?: (ev: ISceneLoaderProgressEvent) => void, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void, name?: string): Nullable<IFileRequest>;
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private _loadBinary;
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* @internal
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*/
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importMeshAsync(meshesNames:
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importMeshAsync(meshesNames: string | readonly string[] | null | undefined, scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<ISceneLoaderAsyncResult>;
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loadAsync(scene: Scene, data:
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loadAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
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/**
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loadAssetContainerAsync(scene: Scene, data:
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loadAssetContainerAsync(scene: Scene, data: IGLTFLoaderData, rootUrl: string, onProgress?: (event: ISceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
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directLoad(scene: Scene, data: string): Promise<
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directLoad(scene: Scene, data: string): Promise<Object>;
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/**
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* The callback that allows custom handling of the root url based on the response url.
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* @param rootUrl the original root url
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rewriteRootURL?(rootUrl: string, responseURL?: string): string;
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/** @internal */
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createPlugin():
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createPlugin(): ISceneLoaderPluginAsync;
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/**
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* The loader state or null if the loader is not active.
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package/package.json
CHANGED
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{
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"name": "babylonjs-loaders",
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"version": "7.10.
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"version": "7.10.3",
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"main": "babylonjs.loaders.js",
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"types": "babylonjs.loaders.module.d.ts",
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"files": [
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"test:escheck": "es-check es6 ./babylonjs.loaders.js"
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},
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"dependencies": {
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"babylonjs": "^7.10.
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"babylonjs-gltf2interface": "^7.10.
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"babylonjs": "^7.10.3",
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"babylonjs-gltf2interface": "^7.10.3"
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},
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"devDependencies": {
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"@dev/build-tools": "1.0.0",
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